* Jumping in combats (disengage for ennemies) is really powerfull.
=> AOO are useless
=> It's too easy to backstab
=> The rogue is powerfull but everyone can backstab as much as him
=> Jumping allow you to reach ennemies you wouldn't be able to reach if you just walk.
Yes.
Yes.
Yes.
You're making problem out of nothing. We are supposed to reach enemies one way or another. Jumping or ranged attacks, we gonna kill them or die trying anyway.
As result:
* Disengage become a specific action for everyone and become a bonus action for specific classes (i.e cunning rogue level 2)
* Jumping while engaged is not possible anymore
* Jumping correctly reduce the movements (if you can jump more than move, you don't have movement left after you jump).
Yes.
No.
Yes.
* Dipping is really powerfull, easy and strange because it's not really how things work in D&D and in the FR.
* The role of melee characters, especially warrior is decreased when it comes to hold enemies or preventing them from advancing/retracting. They often have to walk / cheese jump a lot during combats.
* The synergy between companions actually doesn't really exists or are very limited.
I'm not getting how exactly dipping goes against D&D and FR feeling. FR is a setting with physics working quite close to ours, so if there is some liquid or physical effect that can be brought from one thing to another, it works for FR. D&D is a table-top system that has a lot of "leave it to your imagination and allow your DM to judje" moments, exactly because it's easier to say that, than write down how each single law of physics works. So as for me dipping should be judged from physics perspective.
Yes. But fixing jump fixes this as well.
Never saw too much real synergy on low-levels. What I'm seeing now is normal, if they fix Jump/Disengage, Help and add Administer potion should be perfect.
* Hide is an action except for specific classes (i.e cunning rogue lvl 2)
* Dipping is an action and only possible if you have specific component in your inventory
* Help became a bonus action for specific classes (i.e cunning rogue level 2)
* Help consume a scroll / healing potion and give a few HP to the ally (this could avoid a little bit the endless loop help/unconscious/help/unconscious/...)
Yes.
No for action and maybe in certain cases for components. Oil should be needed to get your weapon on fire, but I'm not seeing why I would need anything else to get it covered with poison or acid from the ground. And it's very small thing to make it full action instead of bonus. Don't forget that something being action or bonus action measures if we can do it by the way or we need to pay special attention.
No. It's not so in D&D and rogues gonna be powerful enough with all their proper perks from D&D and without it.
Yes, but better as separate action.
To be honest I'm not seeing any reason for adding any new original actions, if Larian will fix some actions and mechanics they already have and add some which they are missing at the moment. In overall I posted in my thread all I'm seeing as should be fixed or added before we ask for more.
Just some notes in case:
* Prone is a new bonus action available if you're engaged in melee (shove is still a bonus action)
==> Dexterity check VS ennemy AC
==> Beautifull and immersive combat animation
===> Success : The ennemy fall on the ground for 1 turn. He loose his bonus action on the next turn to get back on his feet. While on the ground, everyone has a +2 bonus to attack roll. (edit1)
===> Success : The ennemy fall on the ground for 1 turn. He lose half his speed to stand up and can't attack until he's not on his feet. Melee attack roll against the creature has advantage while range attack roll against it has disadvantage.
===> Failure : You suffer -1 AC for the next attack against you
Leaving prone state costs movement in D&D, not bonus action. And it's better for that synergy you were talking about. You can use it to slow down enemies movement towards your mage by your fighter.
Also that action should use dexterety or strenth check against dexterity or strenth of the enemy.
* "flip side with opponent" is a new bonus action to use when you're engaged - use your bonus action to move behind your opponent (related to the backstab mechanic)
==> Dexterity check VS ennemy AC (proficiency bonuses for specific classes. I.E cunning rogue lvl 2)
==> Beautifull and immersive combat animation
===> Success : you are behind the opponent. You have the backstab bonus.
===> Failure : Malus to your next action.
This one is simply useless or goes against what you stated as your goals. You can walk behind your enemy already. If there are obstacles, which do not allow you to do it, you can't be able to do it in any way with realistic physics. Because it implies that in case of success our character somehow sneaks between the legs of the enemy without being noticed and as result being allowed to backstab him.
PS:: By the way here is quite useful table if you want to check on all typical actions in D&D 5E
https://crobi.github.io/dnd5e-quickref/preview/quickref.html